
How to improve FPS in CyberCorp (PC)
CyberCorp is a cooperative PvPvE extraction shooter set in a dystopian corporate future, where mercenary squads infiltrate megacorp-controlled facilities to steal data, technology, and resources while dodging both rival squads and the complex's automated security. Built on Unreal Engine 5, the game leans on dense industrial environments, dynamic global illumination via Lumen, and highly detailed geometry through Nanite to give corporate interiors that neon-and-metal cyberpunk look. As with most recent extraction shooters on UE5, the workload splits between a GPU stressed by Lumen and neon effects, and a CPU that has to simulate guard AI, partial cover-destruction physics, and network sync between several simultaneous squads.
This is what you'd gain with a NVIDIA RTX 3050
Calculations based on our FPS model combined with the % gain of each setting (measured in public benchmarks).
1. Quick wins (no visual loss)
Start here. Each one adds a little, but together they give +39% free FPS.
Global Illumination (Lumen)
Lumen recalculates indirect lighting in real time to simulate neon reflections and emergency lights in corporate interiors, one of the engine's highest GPU costs. Lowering it to Medium keeps much of the atmosphere without the cost of Epic.
Shadow Quality
Dynamic shadows from guards, surveillance drones, and destructible structures are constantly recalculated in firefights, especially when several squads converge on the same area.
Motion Blur
Motion blur adds a post-processing pass that makes it harder to read enemies in the fast gunfight exchanges typical of PvP combat.
Screen Space Reflections
The metallic floors and polished surfaces of the corporate complexes generate costly on-screen reflections, especially in areas with lots of neon reflecting off the environment.
Anti-Aliasing (TSR)
As an Unreal Engine 5 title, CyberCorp depends on its temporal antialiasing to clean up the noise Lumen generates, and TSR offers a good balance on hardware without dedicated AI upscaling.
2. Medium impact settings
Here's where most of the FPS is. Minor visual impact, major performance impact.
Texture Quality
Textures in the industrial interiors and tactical gear mostly cost VRAM rather than raw compute power, so High is usually enough on most modern GPUs.
Nanite/Mesh Quality
Nanite handles the virtualized geometry of the rubble, pipes, and destructible structures in the complexes, allowing a lot of detail without the traditional polygon cost.
Post-Processing / Bloom
The glow of neon signs and security lights is processed via bloom, an iconic effect of the visual style but with a non-negligible GPU cost in busy scenes.
Particle/Effects Quality
Explosions, gunfire sparks, smoke, and terminal-hacking effects generate noticeable particle spikes when several squads clash at once.
View Distance
Extraction maps tend to be compartmentalized interiors with limited sightlines, so draw distance rarely shows a difference above Medium.
3. Upscaling (DLSS / FSR / XeSS)
The biggest gain in the game. Compatible with almost any modern GPU.
NVIDIA DLSS 3
+30% FPSBeing built on Unreal Engine 5, CyberCorp likely integrates DLSS via NVIDIA's native plugin; useful especially at 1440p/4K where Lumen and neon bloom raise GPU load.
AMD FSR 3
+24% FPSFSR works on any GPU regardless of manufacturer and offers a reasonable alternative to DLSS on rigs without a recent NVIDIA card.
Intel XeSS
+20% FPSIf the game includes Intel's upscaling plugin, XeSS is a viable option on Arc GPUs and is also compatible with NVIDIA and AMD hardware.
4. Tips by GPU
NVIDIA
- •Enable NVIDIA Reflex if the game supports it to reduce input lag in PvP gunfight exchanges, where every millisecond matters against rival squads.
- •Use DLSS in Quality or Balanced mode at 1440p/4K to offset Lumen's cost without losing too much sharpness in dark interiors.
- •Keep Game Ready drivers updated, since Unreal Engine 5 titles receive Nanite- and Lumen-specific optimizations fairly regularly.
AMD
- •Enable Radeon Anti-Lag to offset latency in close-range fights, common in the corporate complexes' narrow corridors.
- •If your GPU is RDNA 2 or older, consider lowering Lumen to Medium instead of Epic, since these cards tend to perform somewhat worse under hardware global-illumination loads.
- •Check that Smart Access Memory (Resizable BAR) is enabled in the BIOS to better exploit CPU-GPU bandwidth in scenes with lots of Nanite geometry.
Sistema
- •Install the game on an NVMe SSD; texture and Nanite geometry streaming depends on read speed to avoid visual popping when entering new zones.
- •Close third-party overlays (Discord, capture software) during online matches, since network sync between several squads already demands CPU resources on its own.
- •Expect the first hours of play to show some shader-compilation stuttering when loading new zones, typical Unreal Engine 5 behavior that usually improves after several sessions.
5. Known game issues
Shader compilation stuttering
As with most recent Unreal Engine 5 games, some players report brief hitches when entering new zones of the map while the engine compiles shaders on the fly, especially in the first matches after each update.
FPS drops in multi-squad firefights
When two or more rival teams converge on the same extraction zone, the combination of guard AI, gunfire effects, and network sync can generate momentary framerate drops according to some players.
High VRAM usage with Texture Quality on Ultra
Some users with 6GB of VRAM or less report streaming hitches when combining textures at the highest level with several neon-heavy zones loaded on screen simultaneously.
6. Frequently asked questions
Does CyberCorp have DLSS, FSR, or XeSS?▾
What setting gives the most FPS with the least visual loss?▾
Is it more CPU- or GPU-demanding?▾
Why does the game stutter right when entering a new zone?▾
Want to know exactly how many FPS YOUR PC will get?
Enter your GPU and CPU in our calculator and measure the real impact of each setting.
Calculations based on consensus of technical sources and our own FPS model. More about our methodology →